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(+2)

Hey !

This game has some really great visuals. As mentioned by other, the different layers really make you feel the tiny scale of this world. It even allows for some stuff like ambushes, which works quite well for these kind of action games. Good job also with the flower/plants interactions while colliding with the insects, it makes the world really feel alive.

Gameplay wise, this genre seems quite hard to nail down (especially in such a short amount of time !)...

The basic attacks didn't feel very good to use (the light weapons feel like they have short and narrow hitboxes, and the large weapons feel to slow for the amount of damage they deal).

On the other end it seems like you had quite some fun with the "weapon magic skills".

I especially liked the katana's dash and retreat, and the lance (?) lunging attack (it's a shame you can get hit while "in the air"

(Btw, the Greatsword's spin seems a bit OP... ^^')

I also had some issue where I got ganged up on when I switched screens. I feel like something should prevent enemies from attacking/spotting you for X amount of time, or until you start moving.


But overall, great game. With some polishing and content, I really could see this as a great Action/RPG game !


Great Job to the team, I hope you all have a good one ! :)

(+1)

I enjoyed reading your feedback!

The artist really stood up with his mechanics to interact with the world. Kudos to him. Loved working with him.

I did the main player mechanics and yeah i had a blast coming up with every weapon skills idea! (Too many videogames on my memories helped) I actually found a passion in that particular area in this jam - so your feedback on that, very helpful to me. 

I only have 3 months since i started in gameDev. So expect bugs (and dark bugs muahaha) and unbalanced stuff :D

(And because time was short we couldnt really balance the cooldown, attack rate, damage for each weapon - but its in the after-jam launch plan)

Oh and i did add the "cant get hit while jumping" with the lance... It didnt work? Hmm! Weird. It should! I named it dragoonJump. I got inspired from final fantasy tactics, ever played it?

Yeah greatsword is op haha we needed one of those in... we wanted it to be like a boss drop... But then, just let players test them all or i would have invested too much time in each weapon and no one would ever test it :3

I'll pass down this feedback to make a few updates:

• damage balancing

• increasing hit box area

• better damage/speed match

• invisibility for X after scene change/respawn


Thanks for your feedback!

(+1)

Yeah these kind of game need A LOT of time to balance properly... There are so many minute details to tweak...

It really shows you put a lot of time and attention to the weapon skills (I'm glad I read the controls, it wouldn't have occured to me to press A/Q+click to access them otherwise ^^') !

The Dragoon Jump makes sense now, I get it now that you've mentioned it (I only saw the Dragoon skills on FFXIV Online, but it's the same thing) ! ^^

In the context of a jam, I'm glad you've given all the weapons available to the player, it was a good decision on your end.

Glad to hear you're going to keep working on the game, that's great news !

In case you need someone for more playtest, I would gladly do it ! 

If so, you can add me on Discord (same username). Else, I'll still be following the development of this game, but from a bit further away. ^^

Good luck !